//
// Copyright (c) 2009 Brandon Jones
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
//	1. The origin of this software must not be misrepresented; you must not
//	claim that you wrote the original software. If you use this software
//	in a product, an acknowledgment in the product documentation would be
//	appreciated but is not required.
//
//	2. Altered source versions must be plainly marked as such, and must not be
//	misrepresented as being the original software.
//
//	3. This notice may not be removed or altered from any source
//	distribution.
//

#include "Vector.h"
#include <math.h>

using namespace Sqrat;

Vec2::Vec2( void ) : x(0.0f), y(0.0f) {};								
Vec2::Vec2( const Vec2 &v ) : x(v.x), y(v.y) {};			
Vec2::Vec2( const float vx, const float vy ) : x(vx), y(vy) {};	
				
bool Vec2::operator ==( const Vec2 &v ) const {
	return (x == v.x && y == v.y);
}

Vec2 Vec2::operator -( void ) const {
	return Vec2(-x, -y);
}

Vec2 Vec2::operator +( const Vec2& v ) const {
	return Vec2(x + v.x, y + v.y);
}

Vec2 Vec2::operator -( const Vec2& v ) const {
	return Vec2(x - v.x, y - v.y);
}

Vec2 Vec2::operator *( const float f ) const {
	return Vec2(x * f, y * f);
}

Vec2 Vec2::operator /( const float f ) const {
	return Vec2(x / f, y / f);
}

Vec2& Vec2::operator =( const Vec2& v ) {
	x = v.x;
	y = v.y;
	return *this;
}

float Vec2::Length( void ) const {
	return sqrt( (x * x) + (y * y) );
}

float Vec2::Distance( const Vec2 &v ) const {
	return sqrt( (x-v.x) * (x-v.x) + (y-v.y) * (y-v.y) );
}

Vec2& Vec2::Normalize( void ) {
	float invLen = 1.0f / Length();
	x *= invLen;
	y *= invLen;
	return *this;
}

float Vec2::Dot( const Vec2 &v ) const {
	return x*v.x + y*v.y;
}